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DarkBASIC Professional Discussion / Evolved's Material Editor - applying materials to different limbs

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SamKM
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Posted: 3rd Dec 2013 02:04
Hey,
Just wondered... Does anyone know anything about Material Editor by Evolved? I'm kinda confused how you're supposed to apply materials to different limbs, instead of just the whole object.
I would be posting this on Evolved's forum, but the login system is broken at the moment :/
Thanks
Sasuke
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Posted: 3rd Dec 2013 02:17
What do you mean by material because materials are usually a combination of textures or shader material?

"Get in the Van!" - Van B
SamKM
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Posted: 3rd Dec 2013 02:24 Edited at: 3rd Dec 2013 02:24
Yep, that's what I mean! Evolved's Material Editor is a program he's created that allows you to apply materials to objects, save it in a separate file, then load it into DBPro, which is great for levels and stuff. There's a screenshot from the editor here:
http://www.evolved-software.com/materialeditor/materialeditor1_.PNG
Doing what's been done here and applying the texture and shader to the whole object is easy, but I can't figure how to apply it to different limbs, which is kind of needed when applying materials to a level :/
Sasuke
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Posted: 3rd Dec 2013 02:51
I'm thinking:

Texture Limb
Set Limb Effect


are what your looking for

"Get in the Van!" - Van B
SamKM
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Posted: 3rd Dec 2013 03:31
Thanks, but we're talking about totally different things here
Evolved's Material Editor is a separate program that allows you to load in shaders and textures, apply them to an object (or different limbs of an object, it's that part I can't figure out), and then save the result as a .mat file. You can then use some extra functions he's created to load the .mat file in to DBPro and apply it to an object
Here's the program I'm on about:
http://www.evolved-software.com/materialeditor
Sasuke
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Posted: 3rd Dec 2013 04:46 Edited at: 3rd Dec 2013 04:49
Quote: "I'm kinda confused how you're supposed to apply materials to different limbs, instead of just the whole object."


This is how:

Quote: "
Texture Limb
Set Limb Effect"


(Or having fun with vertexdata commands)

The .mat file just save's the details of what texture is applied where and what shader is applied where. The functions parse the file and apply the textures/shaders either via the commands above or, set object effect/texture object. You could recreate this program in DBP really.

"Get in the Van!" - Van B
wattywatts
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Posted: 3rd Dec 2013 18:20
Quote: "Texture Limb
Set Limb Effect"


What's the point of the application then?

http://www.indiedb.com/games/max-vs-mars
Sasuke
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Posted: 3rd Dec 2013 18:37
Not really a lot. The only advantage it has is it outputs a .mat file that you can load into DBP via a function set provided with the app. That's about it!

"Get in the Van!" - Van B
Mobiius
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Posted: 3rd Dec 2013 19:24
Quote: "What's the point of the application then?"

Simplicity. It's easier to design the materials visually, then in pure code.

Likewise, what's the point of DBPro, when you can do the same in C++.

MatEdit makes it much simpler to assign materials to parts of objects.

SamKM
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Posted: 3rd Dec 2013 22:20 Edited at: 3rd Dec 2013 22:21
Quote: "Simplicity. It's easier to design the materials visually, then in pure code."

Yeah, I was hoping to get Material Editor figured, rather than doing it in DBPro! Thanks for your help though Sasuke
If nobody's sure though, it might be easier for me to do what you suggested, and put something like Material Editor together myself
Rudolpho
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Posted: 3rd Dec 2013 23:09
Quote: "Yeah, I was hoping to get Material Editor figured, rather than doing it in DBPro! Thanks for your help though Sasuke
If nobody's sure though, it might be easier for me to do what you suggested, and put something like Material Editor together myself"

So what exactly was your question because as far as I can see he answered it. Twice
Weren't you asking how to put shaders ("materials") on objects at the limb level rather than a single one for the entire object?
If so the whole secret is to use set limb effect rather than set object effect.


"Why do programmers get Halloween and Christmas mixed up?"
Sasuke
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Posted: 3rd Dec 2013 23:12 Edited at: 3rd Dec 2013 23:13
Quote: "I was hoping to get Material Editor figured"


I still don't get what you mean. Figured about what? Y'know you can just download the application from his site right?

EDIT: Rudolpho beat me to it!

"Get in the Van!" - Van B
revenant chaos
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Posted: 3rd Dec 2013 23:58 Edited at: 4th Dec 2013 00:15
Ive never used evolved's material editor so I cannot answer the question, but it seems he is asking how to assign textures and shaders to object limbs from within MatEdit. His question assumes that the application itself supports such a feature (not just one set of textures + one shader per object). I think the question should be written as: "Does Evolved's material editor allow the user to assign textures and shaders on a per-limb basis? If so how?".

If MatEdit doesn't have such a feature, Sasuke did indeed provide the solution for the DBPro end. The function used to read and apply materials from a file could easily be modified using the commands Sasuke listed, but it would be up to the coder to know the IDs of each object limb.
Rudolpho
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Posted: 4th Dec 2013 00:03
Ah, yes you may be right.
In that case I have no idea, never used it.


"Why do programmers get Halloween and Christmas mixed up?"
Sasuke
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Posted: 4th Dec 2013 01:13
Least we've got it all solved now... I hope!

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SamKM
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Posted: 4th Dec 2013 01:15
Sorry for my question not being clear! Renevant Chaos got it right, my problem is with Material Editor, not DBPro. I'm assuming material editor can handle limbs somehow because several of Evolved's example programs use Material Editor files for a single level object, which when loaded has several different textures and shaders. I'm looking for a way in the interface of MatEdit to add textures and shaders to separate limbs, not just the whole object...
Sasuke
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Posted: 4th Dec 2013 01:48
Aha then the answer is that this version of the MatEditor doesn't have a limb feature, where his version probably does! Like most dev's they keep the best tools to themselves.

"Get in the Van!" - Van B
SamKM
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Posted: 4th Dec 2013 21:17

Why would you do this to me, Evolved?!
Ah well, looks like I'd better apply everything manually then

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